What Makes Far Away Land Unique?
Far Away Land is a fantasy tabletop rpg that mixes macro and micro elements of game play to allow players and GMs to take part in awesome adventures, create worlds, and explore the strange realm that is Far Away Land.
FAL is rules-lite and lighthearted. It has a medium range complexity and a core set of rules that are expandable through optional rules. In other words, GMs can decide on the level of crunch (complexity) they want in their game.
FAL uses a simple d6 mechanic, where players roll a handful of dice and take the high roll. That roll is then compared to target numbers or opposed rolls to resolve conflicts. Optional rules allow the core mechanics to be expanded. The game is easy to learn and play whether you are young or old, neophyte or veteran. Most of the emphasis in FAL as far as mechanics are concerned rest in giving players and GMs options as to how they wish to interpret or how rules driven they want their games to be.
The game is quirky in its setting, characters, and humor. For example, PCs are rewarded for being awesome or funny. The use of training montages allow players to act out training scenes in order to gain XP and add PC upgrades.
Character creation is pretty fast and simple. Characters are mostly defined by Boons and Flaws and later by their in-game actions. The Core Rules focus mainly on using Human PCs but with the Creatures Vol I, players can make most any type character they want.
Earlier I mentioned macro and micro elements of game play. A lot of the narrative based mini-games included in FAL allow for players to work together to create their own worlds, settings, histories, and versions of FAL (the macro elements). These mini games are not as competitive as they are acts of creativity, where players don roles and try and add to the world in which they will adventure. So, instead of the GM creating everything, players have an active role, or at least the option to have an active role, in the creation of the game setting. The guidelines provided for these mini-games are fairly open and present the overall nature of the game and the way it can be used along with the core elements,micro elements, and other mini-games. These more macro aspects of the game can be used with the typical character driven micro elements.
While FAL is mostly a fantasy setting, there are non-standard fantasy themes, elements, and characters as well. For example, the Soracans, giant floating construct heads that shoot lazars and speak dubstep. FAL has magic, super powers, psionics, giant robots, sword swinging mages, block-headed Blonins who worship a giant cube, and the frog-like Balbergulbs who run criminal empires.
There are some nuances in the game that keep things flexible depending on the type of game play the GM is interested in initiating. For example, Battle Scars allow PCs to stave off death and take a physical, emotional, or mental reminder of the damage sustained. For a more in-depth look at what FAL has to offer, check out the FAL blog. Also, as the KS project goes on, I will update the FAQ section to provide more details as to what FAL contains.
You can also check out various FAL discussions (which are fairly detailed as to what the game contains) by using the following links...
FAL on rpg dot net
FAL on Story Games
FAL on PenandPaperGames
FAL on theRPGSITE
A Brief Look at the World of FALThe world of Far Away Land is a land torn apart by an ancient war. FAL is a land where telepathic Agnuns ride Grizzle Bears into battle. Where the Linkon, an extra-dimensional traveler, was cloned into a hive mind type collective called the Noknil. Where Brain Fish have a symbiotic relationship with Garl Snails and crush their enemies with psionic powers. Where the Soracan, giant flying heads who speak dubstep attempt to regain their once great kingdoms.Far Away Land is a world in which Humans were pulled through one of the great fissures during the Boom War. Over the centuries Humans have scrapped to survive in a world of magic, monsters, and terrible abominations.
What Are You Backing?
The books have been written, edited, laid out, and extensively play tested. The art is done. The game is ready. But we want to add more to the books. We also need your help to take Far Away Land from its digital existence into physical, tangible, print. Our goal is to be able to distribute FAL as a four paperback book set with the Core Rules, Companion Rules, Creatures Vol I, and Tales of Awesome, or as a single, hardback volume called the Tome of Awesome which includes all four books. We also want to print and distribute the Monster Cards, Map, Poster, and Prints. With the money raised in Kickstarter, we will print and deliver books, cards, maps, and artwork. If we reach our stretch goals, we will add to the content of the books.
FAL Core Rules
The Far Away Land RPG Core Rules offers up everything you need to play the game. The 60 page book is full color, 5.5x8.5 inches and is available in pdf or paperback as a standalone book. The Core Rules include an overview of system mechanics, character creation, combat, magic, gear, NPCs, crafting, abilities, and everything else to get you on the road to playing FAL.
FAL Creatures Vol. I
The Far Away Land RPG Creatures Vol. I offers up a list of nearly 70 creatures that can be used in your FAL campaign. The 50 page book is full color, 5.5x8.5 inches and is available in pdf and paperback. Every creature entry comes with full stat blocks, descriptions, and abilities as well as a full color representation of the creature. The book also features rules for creating your own custom creatures from a list of 12 different archetypes. Treasure and travel rules are also included.
FAL Companion Rules
The Far Away Land RPG Companion Rules includes a plethora of mini-games that allows you to expand your FAL experience. The 56 page book is full color, 5.5x8.5 inches and is available in both pdf and paperback. The Companion Rules include expansions such as the Gods of Far Away Land, Architects of Far Away Land, Historians of Far Away Land, The End of Far Away Land, Mass Combat rules, Training Montage rules, Adventure Builder, Scenario Builder, Settlement Builder, and more.
FAL Tales of Awesome
The Far Away Land RPG Tales of Awesome includes descriptions of the FAL world, its history, and denizens. Tales of Awesome is right now at about 50 pages of material, but as stretch goals are met, the book will be expanded to include more content. Like the other books, Tales of Awesome is full color and available as both a pdf and paperback.
FAL Tome of Awesome
The Tome of Awesome is a full color, hardcover compilation of all four core books (Core Rules, Creatures Vol. I, Companion Rules, and Tales of Awesome). The book is 5.5x8.5 inches and comes in around 220 pages. The length of the book will be expanded depending on stretch goals met. The book is also available as a pdf.
Monster Cards Series I The Monster Cards feature all of the creatures included in the Creatures Vol I book. The cards are standard poker sized playing cards, full color front and back. Each depicts a single creature with said creature's stats, description, and abilities.
Stretch Goals Explained
$1500: Funded! Woot Woot! FAL is funded! Thanks so much!
$2000: Xtra Artwork and Sketches - If this level is met we will add extra artwork and a series of rough sketches (that the finished artwork is based on). This additional artwork will be added to the Tales of Awesome and the Tome of Awesome.
$3000: Dragons - I hope we reach this goal. If this goal is reached, 6 dragons will be added to the Creatures: Vol I book. This level will also add 6 Dragon Cards to the Monster Cards Series I.
$4000: Heroes and Villains - Heroes and Villains are already be included in the Tales of Awesome. However, if this level is reached, we will expand this section.
$5000: Religions and Cults - We will add a section of various religions and cults to the Tales of Awesome.
$6000: Maps of Far Away Land - We already have a large map available outside the books. If we reach this goal, we will add a bunch of smaller maps detailing specific parts of FAL.
$7000: Pantheon of Ancient Gods - If this level is reached we will add a section detailing the Gods who created and fought to build Far Away Land.
$8000: Magic Items and Weapons - If this level is reached, we will add a list of magic items and magic weapons (and their descriptions) to the Core Rules.
The Far Away Dream Far Away Land is a project that I have been messing around with for a nearly a decade. Originally, the project began as a short-lived web comic. Later it turned into a horrible novel complete with thirty page descriptions of space stations (ugh). I finally decided that neither of those mediums were what Far Away Land should be and so I decided to turn the world of FAL into a role-playing game using elements from the comic and the novel to create the setting and the fluff around the rules and mechanics.
The characters, settings, and histories in FAL are stories and creations that are close to me, things I have spent a great deal of time with. One of my reasons for doing this Kickstarter is to allow others to see characters that I like, a world that I enjoyed creating, a world I enjoy playing in.
Risks and challenges
My goal was to have the brunt of this project completed before this Kickstarter ever went live. This is my first Kickstarter project and with first times unseen obstacles or things that could have been done better have the potential to arise. With that said, I do not foresee any specific difficulties in the completion of this project. The majority of the work is already finished. I have also tried to give enough time in the delivery due date that should any complications arise, I will still be able to deliver on time. I have multiple proofs of physical products and have been working with printers in advance. Stretch goals met will be added to templates already designed for the books. Some of the stretch goal material has already been partially created. Backers will be kept up to date as this project commences. If any potential delays come up, I will immediately inform backers as well. Thanks so much for reading and supporting FAL.Learn about accountability on Kickstarter
- (30 days)